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effect-control-h​

source

Types​


effect-control​

effect-control: basicsource
Fields​
type: type
process: process-drawable
flags: uint32
last-frame-group: art-joint-anim
last-frame-num: float
channel-offset: int32
res: res-lump
name: pointer
param: uint32
Methods​
effect-control-method-9(obj: effect-control) => nonesource
effect-control-method-10(obj: effect-control, arg0: symbol, arg1: float, arg2: int) => objectsource
effect-control-method-11(obj: effect-control, arg0: symbol, arg1: float, arg2: int, arg3: basic, arg4: pat-surface) => nonesource
effect-control-method-12(obj: effect-control, arg0: symbol, arg1: float, arg2: int, arg3: basic, arg4: sound-name) => intsource
set-channel-offset!(obj: effect-control, arg0: int) => nonesource
effect-control-method-14(obj: effect-control, arg0: float, arg1: float, arg2: float) => nonesource

effect-control​

source

Functions​


effect-param->sound-spec​

effect-param->sound-spec(arg0: sound-spec, arg1: pointer, arg2: int) => sound-specsource

sound-name-with-material​

sound-name-with-material(arg0: symbol, arg1: pat-surface, arg2: string) => sound-namesource

target-land-effect​

target-land-effect() => nonesource

Variables​


*debug-effect-control*​

*debug-effect-control*: symbolsource

*footstep-surface*​

*footstep-surface*: intsource

fact-h​

source

Types​


fact-bank​

fact-bank: basicsource
Fields​
type: type
eco-level-max: float
eco-single-inc: float
eco-full-inc: float
eco-single-timeout: seconds
eco-full-timeout: seconds
dummy: seconds
health-max-default: float
health-single-inc: float
eco-pill-max-default: float
health-small-inc: float
buzzer-max-default: float
buzzer-single-inc: float
suck-bounce-dist: meters
suck-suck-dist: meters
default-pill-inc: float

fact-info​

fact-info: basicsource
Fields​
type: type
process: process-drawable
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: fact-options
fade-time: time-frame
Methods​
drop-pickup(obj: fact-info, arg0: symbol, arg1: process-tree, arg2: fact-info, arg3: int) => pointersource
reset!(obj: fact-info-target, arg0: symbol) => nonesource

Reset the facts for a given thing

pickup-collectable!(obj: fact-info, arg0: pickup-type, arg1: float, arg2: handle) => floatsource

fact-info-enemy​

fact-info-enemy: fact-infosource
Fields​
type: type
process: process-drawable
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: fact-options
fade-time: time-frame
speed: float
idle-distance: meters
notice-top: meters
notice-bottom: meters
cam-horz: meters
cam-vert: meters
cam-notice-dist: meters

fact-info-target​

fact-info-target: fact-infosource
Fields​
type: type
process: process-drawable
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: fact-options
fade-time: time-frame
eco-type: pickup-type
eco-level: float
eco-pickup-time: time-frame
eco-timeout: seconds
health: float
health-max: float
buzzer: float
buzzer-max: float
eco-pill: float
eco-pill-max: float
health-pickup-time: time-frame
eco-source: handle
eco-source-time: time-frame
money-pickup-time: time-frame
buzzer-pickup-time: time-frame
fuel-cell-pickup-time: time-frame
eco-pill-pickup-time: time-frame

Functions​


pickup-type->string​

pickup-type->string(arg0: pickup-type) => stringsource

Variables​


*FACT-bank*​

*FACT-bank*: fact-banksource

game-h​

source

Types​


attack-info​

attack-info: structuresource
Fields​
trans: vector
vector: vector
intersection: vector
attacker: handle
invinc-time: time-frame
mask: attack-mask
mode: symbol
shove-back: meters
shove-up: meters
speed: meters
dist: meters
control: float
angle: symbol
rotate-to: degrees
prev-state: state
Methods​
combine!(obj: attack-info, arg0: attack-info) => nonesource

ground-tween-info​

ground-tween-info: structuresource
Fields​
chan: uint8
blend: float
group: uint32

process-drawable​

process-drawable: processsource
Fields​
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
state-flags: state-flags
state-time: time-frame
Methods​
initialize-skeleton(obj: process-drawable, arg0: skeleton-group, arg1: pair) => nonesource
initialize-skeleton-by-name(obj: process-drawable, arg0: string, arg1: object) => _type_source
apply-alignment(obj: process-drawable, arg0: align-opts, arg1: transformq, arg2: vector) => collide-shapesource
do-joint-math!(obj: process-drawable) => nonesource
cleanup-for-death(obj: process-drawable) => nonesource
evaluate-joint-control(obj: process-drawable) => nonesource
States​
process-drawable-art-error: TODO
process-drawable-idle: TODO

process-drawable-reserved​

process-drawable-reserved: process-drawablesource
Fields​
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
state-flags: state-flags
state-time: time-frame
Methods​
process-drawable-reserved-method-20: unknown
process-drawable-reserved-method-21: unknown
process-drawable-reserved-method-22: unknown
process-drawable-reserved-method-23: unknown
process-drawable-reserved-method-24: unknown
process-drawable-reserved-method-25: unknown
process-drawable-reserved-method-26: unknown
process-drawable-reserved-method-27: unknown
process-drawable-reserved-method-28: unknown
process-drawable-reserved-method-29: unknown
process-drawable-reserved-method-30: unknown
process-drawable-reserved-method-31: unknown
process-drawable-reserved-method-32: unknown
process-drawable-reserved-method-33: unknown
process-drawable-reserved-method-34: unknown
process-drawable-reserved-method-35: unknown
process-drawable-reserved-method-36: unknown
process-drawable-reserved-method-37: unknown
process-drawable-reserved-method-38: unknown
process-drawable-reserved-method-39: unknown
process-drawable-reserved-method-40: unknown
process-drawable-reserved-method-41: unknown
process-drawable-reserved-method-42: unknown
process-drawable-reserved-method-43: unknown
process-drawable-reserved-method-44: unknown
process-drawable-reserved-method-45: unknown
process-drawable-reserved-method-46: unknown
process-drawable-reserved-method-47: unknown
process-drawable-reserved-method-48: unknown
process-drawable-reserved-method-49: unknown
process-drawable-reserved-method-50: unknown
process-drawable-reserved-method-51: unknown
process-drawable-reserved-method-52: unknown
process-drawable-reserved-method-53: unknown
process-drawable-reserved-method-54: unknown
process-drawable-reserved-method-55: unknown
process-drawable-reserved-method-56: unknown
process-drawable-reserved-method-57: unknown
process-drawable-reserved-method-58: unknown
process-drawable-reserved-method-59: unknown
process-drawable-reserved-method-60: unknown
process-drawable-reserved-method-61: unknown
process-drawable-reserved-method-62: unknown

Variables​


*global-attack-id*​

*global-attack-id*: intsource

game-info-h​

source

Types​


actor-id​

actor-id: uint32source

continue-point​

continue-point: basicsource
Fields​
type: type
name: string
level: symbol
flags: continue-flags
trans: vector
quat: quaternion
camera-trans: vector
camera-rot: float
load-commands: pair
vis-nick: symbol
lev0: symbol
disp0: symbol
lev1: symbol
disp1: symbol
Methods​
debug-draw!(obj: continue-point) => nonesource

Draw a continue point.

game-bank​

game-bank: basicsource
Fields​
type: type
life-max-default: float
life-start-default: float
life-single-inc: float
money-task-inc: float
money-oracle-inc: float

game-info​

game-info: basicsource
Fields​
type: type
mode: symbol
save-name: basic
life: float
life-max: float
money: float
money-total: float
money-per-level: uint8
deaths-per-level: uint8
buzzer-total: float
fuel: float
perm-list: entity-perm-array
task-perm-list: entity-perm-array
current-continue: continue-point
text-ids-seen: bit-array
level-opened: uint8
hint-control: array
task-hint-control: array
total-deaths: int32
continue-deaths: int32
fuel-cell-deaths: int32
game-start-time: time-frame
continue-time: time-frame
death-time: time-frame
hit-time: time-frame
fuel-cell-pickup-time: time-frame
fuel-cell-time: array
enter-level-time: array
in-level-time: array
blackout-time: time-frame
letterbox-time: time-frame
hint-play-time: time-frame
display-text-time: time-frame
display-text-handle: handle
death-movie-tick: int32
want-auto-save: symbol
auto-save-proc: handle
auto-save-status: mc-status-code
auto-save-card: int32
auto-save-which: int32
pov-camera-handle: handle
other-camera-handle: handle
death-pos: vector-array
dummy: basic
auto-save-count: int32
Methods​
initialize!(obj: game-info, cause: symbol, save-to-load: game-save, continue-point-override: string) => _type_source

Initialize the game-info.
The cause can be 'dead if you die, or 'game to reset everything.
If save-to-load is not #f will load data from that.
If continue-point-override is not #f, will use that.

adjust(obj: game-info, item: symbol, amount: float, source: handle) => floatsource

Adjust the number of items by amount.

task-complete?(obj: game-info, arg0: game-task) => symbolsource

Likely closed, or in the process of closing

lookup-entity-perm-by-aid(obj: game-info, aid: actor-id) => entity-permsource
get-entity-task-perm(obj: game-info, arg0: game-task) => entity-permsource

Get the permanent storage for a game-task

copy-perms-from-level!(obj: game-info, lev: level) => nonesource

Iterate through entities in the level and copy their perms into game-info

copy-perms-to-level!(obj: game-info, lev: level) => nonesource

Does the opposite of the previous, copies perms from game-info to level entities

debug-print(obj: game-info, arg0: symbol) => _type_source
get-or-create-continue!(obj: game-info) => continue-pointsource

Attempt to get a continue point, if it doesn't exist set the
default-continue to a location in front of the camera.

get-continue-by-name(obj: game-info, arg0: string) => continue-pointsource

Look up a continue point by string name

set-continue!(obj: game-info, arg0: basic) => continue-pointsource

Set the current continue point to to arg0.
arg0 can be:
'() or #f, in which case it does nothing.
a string, in which case it looks up by name
a continue point.

If it fails to get a continue-point, sets up a temporary continue point
in the default-continue

If the continue is changed, resets the death and time counters

buzzer-count(obj: game-info, arg0: game-task) => intsource

How many buzzers do we have for this task?

seen-text?(obj: game-info, arg0: text-id) => symbolsource

Have we already displayed this text?
This is used to display level names on only the first enter.
It seems like hints could also display text on screen at one point in time.

mark-text-as-seen(obj: game-info, arg0: text-id) => nonesource

Mark the game text as seen. This only works if the text id < 4096, and ignores otherwise

got-buzzer?(obj: game-info, arg0: game-task, arg1: int) => symbolsource

Do we have the arg1-th buzzer for the given buzzer task?

save-game!(obj: game-info, arg0: game-save, arg1: string) => nonesource

Update the game-save to have the info from the current game state

load-game!(obj: game-info, save: game-save) => game-savesource

Copy save data from a game-save to a game-info

clear-text-seen!(obj: game-info, arg0: text-id) => nonesource

Mark text as unseen. MUST be a valid text id

get-death-count(obj: game-info, arg0: symbol) => intsource
get-health-percent-lost(obj: game-info, arg0: symbol) => floatsource

level-buffer-state​

level-buffer-state: structuresource
Fields​
name: symbol
display?: symbol
force-vis?: symbol
force-inside?: symbol

load-state​

load-state: basicsource
Fields​
type: type
want: level-buffer-state
vis-nick: symbol
command-list: pair
object-name: symbol
object-status: basic
Methods​
reset!(obj: load-state) => _type_source
update!(obj: load-state) => intsource

Updates load requests.

want-levels(obj: load-state, arg0: symbol, arg1: symbol) => intsource
want-display-level(obj: load-state, arg0: symbol, arg1: symbol) => intsource
want-vis(obj: load-state, arg0: symbol) => intsource
want-force-vis(obj: load-state, arg0: symbol, arg1: symbol) => intsource
execute-command(obj: load-state, arg0: pair) => nonesource
execute-commands-up-to(obj: load-state, arg0: float) => intsource
backup-load-state-and-set-cmds(obj: load-state, arg0: pair) => intsource
restore-load-state-and-cleanup(obj: load-state) => intsource
restore-load-state(obj: load-state) => intsource
set-force-inside!(obj: load-state, arg0: symbol, arg1: symbol) => nonesource

Variables​


*GAME-bank*​

*GAME-bank*: game-banksource

game-info​

source

Functions​


game-task->string​

game-task->string(arg0: game-task) => stringsource

trsq->continue-point​

trsq->continue-point(arg0: trsq) => nonesource

Variables​


*default-continue*​

*default-continue*: continue-pointsource

game-save​

source

Types​


auto-save​

auto-save: processsource
Fields​
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
card: int32
slot: int32
which: int32
buffer: kheap
mode: basic
result: mc-status-code
save: game-save
info: mc-slot-info
notify: handle
state-time: time-frame
part: sparticle-launch-control
Methods​
get-heap: unknown
get-card: unknown
format-card: unknown
create-file: unknown
save: unknown
restore: unknown
error: unknown
done: unknown
unformat-card: unknown

game-save​

game-save: basicsource
Fields​
type: type
version: int32
allocated-length: int32
length: int32
info-int32: int32
info-int8: int8
level-index: int32
fuel-cell-count: float
money-count: float
buzzer-count: float
completion-percentage: float
minute: uint8
hour: uint8
week: uint8
day: uint8
month: uint8
year: uint8
new-game: int32
tag: game-save-tag
Methods​
save-to-file(obj: game-save, arg0: string) => _type_source

Write a game save to a file for debugging

load-from-file!(obj: game-save, filename: string) => _type_source

Load a game save from a file for debugging

debug-print(obj: game-save, detail: symbol) => _type_source

Print a save to #t

game-save-tag​

game-save-tag: structuresource
Fields​
user-object: object
user-uint64: uint64
user-float0: float
user-float: float
user-int32: int32
user-uint32: uint32
user-int16: int16
user-uint16: uint16
user-int8: int8
user-int80: int8
user-int81: int8
user-uint8: uint8
elt-count: int32
elt-size: uint16
elt-type: game-save-elt

Functions​


auto-save-check​

auto-save-check() => nonesource

auto-save-command​

auto-save-command(arg0: symbol, arg1: int, arg2: int, arg3: process-tree) => nonesource

auto-save-init-by-other​

auto-save-init-by-other(desired-mode: symbol, notify-proc: process-tree, card-idx: int, file-idx: int) => nonesource

auto-save-post​

auto-save-post() => nonesource

game-save-elt->string​

game-save-elt->string(arg0: game-save-elt) => stringsource

progress-level-index->string​

progress-level-index->string(arg0: int) => stringsource

Convert an index for a level in the progress menu (not actual data levels)
to a string (translated).

Variables​


*auto-save-info*​

*auto-save-info*: mc-slot-infosource

SAVE_VERSION​

SAVE_VERSION: unknownsource

main-h​

source

Types​


frame-stats​

frame-stats: structuresource
Fields​
field-time: time-frame
field: int32

screen-filter​

screen-filter: basicsource
Fields​
type: type
draw?: basic
color: rgba
Methods​
draw(obj: screen-filter) => nonesource

Variables​


*ambient-sound-class*​

*ambient-sound-class*: symbolsource

*artist-all-visible*​

*artist-all-visible*: symbolsource

*artist-error-spheres*​

*artist-error-spheres*: symbolsource

*artist-fix-frustum*​

*artist-fix-frustum*: symbolsource

*artist-fix-visible*​

*artist-fix-visible*: symbolsource

*artist-flip-visible*​

*artist-flip-visible*: symbolsource

*artist-use-menu-subdiv*​

*artist-use-menu-subdiv*: symbolsource

*camera-no-mip-correction*​

*camera-no-mip-correction*: symbolsource

*debug-hook*​

*debug-hook*: functionsource

*debug-pause*​

*debug-pause*: symbolsource

*display-actor-anim*​

*display-actor-anim*: stringsource

*display-actor-graph*​

*display-actor-graph*: symbolsource

*display-actor-marks*​

*display-actor-marks*: symbolsource

*display-actor-vis*​

*display-actor-vis*: symbolsource

*display-ambient-dark-marks*​

*display-ambient-dark-marks*: symbolsource

*display-ambient-hint-marks*​

*display-ambient-hint-marks*: symbolsource

*display-ambient-light-marks*​

*display-ambient-light-marks*: symbolsource

*display-ambient-music-marks*​

*display-ambient-music-marks*: symbolsource

*display-ambient-ocean-near-off-marks*​

*display-ambient-ocean-near-off-marks*: symbolsource

*display-ambient-ocean-off-marks*​

*display-ambient-ocean-off-marks*: symbolsource

*display-ambient-poi-marks*​

*display-ambient-poi-marks*: symbolsource

*display-ambient-sound-marks*​

*display-ambient-sound-marks*: symbolsource

*display-ambient-weather-off-marks*​

*display-ambient-weather-off-marks*: symbolsource

*display-art-control*​

*display-art-control*: symbolsource

*display-cam-coll-marks*​

*display-cam-coll-marks*: symbolsource

*display-cam-collide-history*​

*display-cam-collide-history*: symbolsource

*display-cam-los-debug*​

*display-cam-los-debug*: symbolsource

*display-cam-los-info*​

*display-cam-los-info*: symbolsource

*display-cam-los-marks*​

*display-cam-los-marks*: symbolsource

*display-cam-master-marks*​

*display-cam-master-marks*: symbolsource

*display-cam-other*​

*display-cam-other*: symbolsource

*display-camera-info*​

*display-camera-info*: symbolsource

*display-camera-last-attacker*​

*display-camera-last-attacker*: symbolsource

*display-camera-marks*​

*display-camera-marks*: symbolsource

*display-camera-old-stats*​

*display-camera-old-stats*: symbolsource

*display-collide-cache*​

*display-collide-cache*: symbolsource

*display-collide-history*​

*display-collide-history*: intsource

*display-collision-marks*​

*display-collision-marks*: symbolsource

*display-deci-count*​

*display-deci-count*: symbolsource

*display-edge-collision-marks*​

*display-edge-collision-marks*: symbolsource

*display-entity-errors*​

*display-entity-errors*: symbolsource

*display-file-info*​

*display-file-info*: symbolsource

*display-geo-marks*​

*display-geo-marks*: symbolsource

*display-ground-stats*​

*display-ground-stats*: symbolsource

*display-hipri-collision-marks*​

*display-hipri-collision-marks*: symbolsource

*display-instance-info*​

*display-instance-info*: symbolsource

*display-iop-info*​

*display-iop-info*: symbolsource

*display-level-border*​

*display-level-border*: symbolsource

*display-level-spheres*​

*display-level-spheres*: symbolsource

*display-lights*​

*display-lights*: symbolsource

*display-load-boundaries*​

*display-load-boundaries*: symbolsource

*display-memcard-info*​

*display-memcard-info*: symbolsource

*display-nav-marks*​

*display-nav-marks*: symbolsource

*display-path-marks*​

*display-path-marks*: symbolsource

*display-perf-stats*​

*display-perf-stats*: symbolsource

*display-process-anim*​

*display-process-anim*: pointersource

*display-profile*​

*display-profile*: symbolsource

*display-quad-stats*​

*display-quad-stats*: symbolsource

*display-render-collision*​

*display-render-collision*: symbolsource

*display-sidekick-stats*​

*display-sidekick-stats*: symbolsource

*display-split-box-info*​

*display-split-box-info*: symbolsource

*display-split-boxes*​

*display-split-boxes*: symbolsource

*display-sprite-info*​

*display-sprite-info*: symbolsource

*display-strip-lines*​

*display-strip-lines*: intsource

*display-target-marks*​

*display-target-marks*: symbolsource

*display-texture-download*​

*display-texture-download*: symbolsource

*display-tri-stats*​

*display-tri-stats*: symbolsource

*display-vol-marks*​

*display-vol-marks*: symbolsource

*display-water-marks*​

*display-water-marks*: symbolsource

*display-xyz-axes*​

*display-xyz-axes*: symbolsource

*dma-timeout-hook*​

*dma-timeout-hook*: functionsource

*draw-hook*​

*draw-hook*: functionsource

*frame-stats*​

*frame-stats*: frame-statssource
*menu-hook*: functionsource

*ocean-subdivide-draw-mode*​

*ocean-subdivide-draw-mode*: intsource

*progress-hook*​

*progress-hook*: functionsource

*record-cam-collide-history*​

*record-cam-collide-history*: symbolsource

*run*​

*run*: symbolsource

*slow-frame-rate*​

*slow-frame-rate*: symbolsource

*stats-bsp*​

*stats-bsp*: symbolsource

*stats-buffer*​

*stats-buffer*: symbolsource

*stats-collide*​

*stats-collide*: symbolsource

*stats-dma-test*​

*stats-dma-test*: symbolsource

*stats-memory-short*​

*stats-memory-short*: symbolsource

*stats-memory*​

*stats-memory*: symbolsource

*stats-poly*​

*stats-poly*: symbolsource

*stats-target*​

*stats-target*: symbolsource

*subdivide-draw-mode*​

*subdivide-draw-mode*: intsource

*sync-dma*​

*sync-dma*: symbolsource

*teleport-count*​

*teleport-count*: intsource

*teleport*​

*teleport*: symbolsource

*time-of-day-effects*​

*time-of-day-effects*: symbolsource

*time-of-day-fast*​

*time-of-day-fast*: symbolsource

*weather-off*​

*weather-off*: symbolsource

Functions​


blackout​

blackout() => nonesource

Draw the blackout rectangle, convering the entire screen in darkness.

display-loop​

display-loop() => intsource

letterbox​

letterbox() => nonesource

Draw the letterbox black rectangles

main-cheats​

main-cheats() => intsource

Handle cheat codes and timeout

movie?​

movie?() => symbolsource

Are we in a movie?

off​

off() => intsource

Turn the game off.

on​

on(release-mode: symbol) => processsource

Turn the game on.

paused?​

paused?() => symbolsource

Are we paused? True if master-mode = pause, progress is not hidden, or master-mode = menu

scf-get-territory​

scf-get-territory() => intsource

this overrides the kernel version which usually has a hardcoded value.

set-blackout-frames​

set-blackout-frames(arg0: time-frame) => nonesource

Set the blackout frame counter. If arg0 is 0, disables blackout immediately.
Otherwise, this can only be used to increase the blackout period.

set-letterbox-frames​

set-letterbox-frames(arg0: time-frame) => nonesource

Set the letterbox frame counter for arg0 frames in the future

set-master-mode​

set-master-mode(new-mode: symbol) => nonesource

Update pause masks for the given mode, and set master-mode

toggle-pause​

toggle-pause() => intsource

Do pause/menu/progress transitions

Variables​


*cheat-temp*​

*cheat-temp*: pointersource

*first-boot*​

*first-boot*: symbolsource

*last-master-mode*​

*last-master-mode*: symbolsource

*master-exit*​

*master-exit*: symbolsource

*progress-cheat*​

*progress-cheat*: symbolsource

*screen-filter*​

*screen-filter*: screen-filtersource

powerups​

source

Functions​


cloud-track​

cloud-track(arg0: process-tree, arg1: process-tree, arg2: function, arg3: time-frame, arg4: time-frame, arg5: time-frame) => nonesource

eco-blue-glow​

eco-blue-glow(origin: vector) => nonesource

target-powerup-effect​

target-powerup-effect(arg0: symbol) => nonesource

target-powerup-process​

target-powerup-process() => nonesource

projectiles-h​

source

Types​


projectile​

projectile: process-drawablesource
Fields​
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
state-flags: state-flags
state-time: time-frame
root-override: collide-shape-moving
base-trans: vector
target: vector
target-base: vector
parent-base: vector
parent-quat: vector
base-vector: vector
timeout: time-frame
options: uint64
last-target: handle
notify-handle: handle
max-speed: float
max-turn: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
update-velocity: function
counter: int32
target-count: int32
sound-id: sound-id
Methods​
projectile-die: unknown
projectile-dissipate: unknown
projectile-impact: unknown
projectile-moving: unknown
projectile-method-24(obj: projectile) => nonesource
projectile-method-25(obj: projectile) => nonesource
projectile-method-26(obj: projectile) => nonesource
projectile-method-27(obj: projectile) => nonesource
projectile-method-28(obj: projectile) => nonesource

projectile-blue​

projectile-blue: projectilesource
Fields​
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
state-flags: state-flags
state-time: time-frame
root-override: collide-shape-moving
base-trans: vector
target: vector
target-base: vector
parent-base: vector
parent-quat: vector
base-vector: vector
timeout: time-frame
options: uint64
last-target: handle
notify-handle: handle
max-speed: float
max-turn: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
update-velocity: function
counter: int32
target-count: int32
sound-id: sound-id
mode: int32
joint-num: int32

projectile-yellow​

projectile-yellow: projectilesource
Fields​
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
state-flags: state-flags
state-time: time-frame
root-override: collide-shape-moving
base-trans: vector
target: vector
target-base: vector
parent-base: vector
parent-quat: vector
base-vector: vector
timeout: time-frame
options: uint64
last-target: handle
notify-handle: handle
max-speed: float
max-turn: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
update-velocity: function
counter: int32
target-count: int32
sound-id: sound-id
mode: int32
angle: float

projectiles​

source

Types​


search-info​

search-info: structuresource
Fields​
point: vector
best-point: vector
match-handle: handle
match: projectile
best: float
radius: float
rating: uint32
require: uint32
mask: uint32
rot-base: vector
rot-range: float

Functions​


find-nearest-attackable​

find-nearest-attackable(arg0: vector, arg1: float, arg2: uint, arg3: uint, arg4: vector, arg5: float) => projectilesource

projectile-collision-reaction​

projectile-collision-reaction(arg0: collide-shape-moving, arg1: collide-shape-intersect, arg2: vector, arg3: vector) => cshape-moving-flagssource

projectile-init-by-other​

projectile-init-by-other(arg0: entity-actor, arg1: vector, arg2: vector, arg3: uint, arg4: handle) => nonesource

projectile-update-velocity-space-wars​

projectile-update-velocity-space-wars(arg0: projectile) => nonesource

spawn-projectile-blue​

spawn-projectile-blue(arg0: target) => nonesource

Variables​


*search-info*​

*search-info*: search-infosource

settings-h​

source

Types​


scf-time​

scf-time: structuresource
Fields​
stat: uint8
second: uint8
minute: uint8
hour: uint8
week: uint8
day: uint8
month: uint8
year: uint8

setting-control​

setting-control: basicsource
Fields​
type: type
current: setting-data
target: setting-data
default: setting-data
engine: engine
Methods​
add-setting(obj: setting-control, arg0: process, arg1: symbol, arg2: object, arg3: object, arg4: object) => nonesource

add a setting for the process.

set-setting(obj: setting-control, arg0: process, arg1: symbol, arg2: object, arg3: object, arg4: object) => nonesource

(re-)sets a setting for the process.

remove-setting(obj: setting-control, arg0: process, arg1: symbol) => nonesource

remove a setting from the specified process.
if arg1 = #t then remove ALL settings for that process

apply-settings(obj: setting-control) => setting-datasource

Update the current settings. This only updates settings that are 'safe' to do multiple times per frame.

update(obj: setting-control) => setting-datasource

Do a per-frame update of all settings

setting-data​

setting-data: structuresource
Fields​
border-mode: symbol
sfx-volume: float
music-volume: float
dialog-volume: float
process-mask: process-mask
common-page: int32
language: language-enum
screenx: int32
screeny: int32
vibration: symbol
play-hints: symbol
movie: pointer
talking: pointer
spooling: pointer
hint: pointer
ambient: pointer
video-mode: symbol
aspect-ratio: symbol
sound-flava: uint8
auto-save: symbol
music-volume-movie: float
sfx-volume-movie: float
music: symbol
bg-r: float
bg-g: float
bg-b: float
bg-a: float
bg-a-speed: float
bg-a-force: float
allow-progress: symbol
allow-pause: symbol
sound-flava-priority: float
ocean-off: symbol
allow-look-around: symbol
ambient-volume: float
ambient-volume-movie: float
dialog-volume-hint: float
dummy: uint32
Methods​
update-from-engine(obj: setting-data, arg0: engine) => setting-datasource

this goes through the list of desired setting changes in
the engine/connection list and updates the setting-data

settings​

source

Variables​


*progress-flava*​

*progress-flava*: intsource